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"Battlefleet Gothic: Armada II" - Imperial Navy Battle Cruisers [Advanced Ship Guide]

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"Returned from being lost in the warp for an eon to help you get better at games to impress your Emperor."

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Imperial Navy Battle Cruisers

The Imperial Navy's Battle Cruisers are a slight tier up from the normal cruisers, stat-wise not really anything impressive, but weaponry, being quite an upgrade. For starters, one feature of the Battle Cruisers is they replace the decorative spires that sit atop the Cruiser ships, with actual lance turrets with 270-degree firing arcs, finally giving the main vessels of the line real turrets, as none of the cruisers have offensive turrets.

In addition to these lance turrets, the Battle Cruisers carry heavier weaponry in general, their weapon bays being overall stronger while combining more special weapons at once in the case of the Mars.

Price cost, Battle Cruisers are only slightly more expensive than their more common Cruiser brethren, but often the slight increase comes with a lot of additional versatility and firepower in the form of wide arc turrets not present on the smaller ships.

Patch Status: Updated for Patch 7 (v.11218) - July 7th, 2020

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Shared Stats

The Battle Cruisers all share the same stats with no exceptions, much like the Cruisers, which they are in fact quite similar to. The only main difference gained from going up the weight class to Battle Cruisers is 3 additional defense turrets and an additional defensive troop per stage.

- HIT POINTS -- SYSTEMS -- CREW -

Shield: 400

ID Range: 9,000

Bravery: 0

Armor (Front): 83

Speed: 160

Troops: 13

Armor (Sides): 67

Rotation: 8

Troop Damage: 1-2

Armor (Rear): 67

Defense Turrets: 15

Assault Crit Chance: 10%

Hull: 1,600

Lightning Strike Actions: 2

Boarding Actions: 4

Shared Attributes

Much like the stats, the Attributes of the Battle Cruisers mirrors the Cruiser class ships, all of them being similar except the Mars, which like the Dominator, swaps its spur for a Nova Cannon.

  • Plasma Reactor: Gives access to Imperial maneuvers.
  • Dedicated: The ship isn't submitted to any basic bravery bonus or penalty.
  • Average Troop Efficiency: Deals 1-2 troop damage per assault action.
  • Brutal Strike: 10% chance to deal +1 troop damage per assault action.
Point Cost: 220Raw DPM: 1,590Raw CPM: 4.35

Overlord: Weapons

  • [6] Torpedo Launcher *Special Weapon
    Basic (3 Uses) | Melta (3 Uses)
  • [2] Lance Turrets
    Perfect Accuracy - 270° Front - Range: 18,000
    Shots: 1 | Damage: 15 | Reload: 12s | Crit: 7.5%
    Armor Piercing (-25%)
  • [4] Plasma Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 18,000
    Shots: 4 | Damage: 18 | Reload: 12s | Crit: 4.5%
    *2 per Broadside
  • Spur
    +40% Ramming damage

The Overlord almost goes right to the spot of "the macro spam ship" role for the battle Cruiser class of ships, as there is almost always one in each, however, the Overlord takes a bit of a left turn right before nailing that spot, going all-in on the extremely long range Plasma Macros.

Even though the Overlord can operate at extreme range, it is also the best close range slugger in its class, since the accuracy rating of the macros improves at short ranges, complementing the ramming spur and deadly six-tube torpedo salvos the Overlord is capable of doling out. While the Dominator Cruiser can put out slightly higher damage numbers, it carries the Nova Cannon instead of Torpedoes and has a more limited range of operations with its regular macro guns.

Not much of strategic note for the most part, but the Overlord does have a fun factor with its large number of plasma bolts lighting up space as they fly past with their bright blue glow. When fighting human players, this could serve as a bit of an attention grabber, so it might be worth keeping that in mind.

Point Cost: 232Raw DPM: 990Raw CPM 2.85

Mars: Weapons

  • [1] Nova Cannon
    Special Weapon (3 Charges)
  • [2] Launch Bays
    Fury Interceptor (3 Uses)
    Starhawk Bomber (3 Uses)
    Shark Assault Boat (3 Uses)
  • [2] Lance Turrets
    Perfect Accuracy - 270° Front - Range: 18,000
    Shots: 1 | Damage: 15 | Reload: 12s | Crit: 7.5%
    Armor Piercing (-25%)
  • [2] Heavy Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 13,500
    Shots: 4 | Damage: 21 | Reload: 12s | Crit: 5.25%
    *1 per Broadside

The Mars is the special weapons Battle Cruiser, dropping the ramming spur and a pair of batteries for both a Nova Cannon and Launch Bays in one package while still carrying a pair of the Battle Cruiser standard turrets to provide a wealth of firepower to back up its special weapons. The Mars is a fearsome predator that comes at a bit of a steep cost, but can make the enemies of the Imperium bleed in a multitude of ways.

One more point of note is the Mars does a better job than the Cruisers of specializing in a longer range/standoff role, as the Nova Cannon, squadrons and weapons systems do a good job of complementing each other at their longer ranges. The fact that it only has two launch bays, however, means it still doesn't bring enough squadrons to get past moderate defenses on its own.

Point Cost: 216Raw DPM: 1,290Raw CPM: 4.35

Armageddon: Weapons

  • [6] Torpedo Launcher *Special Weapon
    Basic (3 Uses) | Melta (3 Uses)
  • [2] Lance Turrets
    Perfect Accuracy - 270° Front - Range: 18,000
    Shots: 1 | Damage: 15 | Reload: 12s | Crit: 7.5%
    Armor Piercing (-25%)
  • [2] Heavy Lance Battery Weapons
    Perfect Accuracy - 90° Sides* - Range: 13,500
    Shots: 2 | Damage: 15 | Reload: 12s | Crit: 7.5%
    Armor Piercing (-25%)
    *2 per Broadside
  • [2] Heavy Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 13,500
    Shots: 4 | Damage: 21 | Reload: 12s | Crit: 5.25%
    *1 per Broadside
  • Spur
    +40% Ramming damage

The Armageddon gives you the even mixed bag role ship straight up. Basically it's the Lunar's bigger brother at a hefty +56 points cost for the privilege of improving on its range, DPS and crit output all in equal portion. When you aren't sure what you are up against but want to be prepared for anything, or might be fighting a jack of all trades fleet yourself, the Lunar is a great option.

A real nice benefit of the Armageddon vessel is that it still ties for first in crits output in its weight group while coming pretty close to the top damage dealer, the Overlord. Interestingly the Overlord also can outrange the Armageddon, however, with the fact that it is using macros to do so, accuracy penalties and high armor can take a deeper cut out of that DPS output than it would with the Armageddon.

Credits & Contributions:

Valius Forta - Corrections to Mars

Changelog

  • 7/24/2020 - Updated to Weapon Tables 2.0
  • 7/7/2020 - Updated stats and reworked descriptions for patch 11218

© 2019 SOE

Comments

Anomynos on June 25, 2019:

i do not know where you see the torpedos on the Mars, as there aren't any, it is still imo the ebst BC the imperium can field